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Re: TC2M > SOWGB map converter
Posted: Fri Jun 08, 2018 8:21 pm
by Davinci
There is a Program in one of the directories of the PR6 that is called "ProEdit" but I have never used it with success.
But, if you already have the three following files put together...
1) .ls
2) .pro
3) ,jpg \ .dds \ .tga
You could skip the "ProEdit" window and just "drag" those files into a packages.dat file by using the "LibEdit" window.
To put that another way :
Open a existing (.dat) packages file with the "LibEdit" window. Basically, drag the existing (.dat) file into a LibEdit window.
Select the files that you want to add in the game.
Drag the Selected files into the Opened LibEdit window. The files will appear at the bottom of that window if you scroll down and view them.
Then - Copy the Updated-Packages file into the PR6 \ Packages folder.
Also - Into the Mod \ Maps \ Packages - folder in the game.
But, the new objects will not show up in the game until you have placed them with the Power-Render-Program by editing a Map.
Hope this Helped!
davinci
Re: TC2M > SOWGB map converter
Posted: Fri Jun 08, 2018 10:53 pm
by remus
Hi Davinci
Thanks for the information, much appreciated. This gives me plenty to work with.
Remus
Re: TC2M > SOWGB map converter
Posted: Sat Jun 09, 2018 7:09 am
by Davinci
"remus"
LibEdit Window - Action Tab
Add \ Update Files - Works the same as "Drag and Drop"
Remove Files - Works like a Delete Function
Extract Files - Select the Files to be moved to a different location - ( i.e...Desktop )
Edit Files - Not Sure - Never used it!
Also - the (.ls) file can be Opened and edited with Notepad.
davinci
Re: TC2M > SOWGB map converter
Posted: Sat Jun 09, 2018 7:15 pm
by remus
Hi davinci
Thanks again
Remus
Re: TC2M > SOWGB map converter
Posted: Mon Jun 11, 2018 7:40 am
by Davinci
voltigeur - So how is the ( Map-Making-Process ) going so far?
Here is a way of adding the actual contour lines from the games (height.tga) on the Jump-Map.
The AI always seem to know where the high-ground is located.
The attachment 1_2018-06-10.jpg is no longer available
davinci
Re: TC2M > SOWGB map converter
Posted: Mon Jun 11, 2018 10:36 am
by voltigeur
Up to BMP3.jpg so far, doing the fields. Seems to be heading in the right direction!
cheers
Re: TC2M > SOWGB map converter
Posted: Tue Jun 12, 2018 9:37 am
by voltigeur
hey Davinci, getting stuck here:
The attachment Capture.PNG is no longer available
the randompatterns jpg is not the same size and will not allow to be Applied to the background. Should I increase the size to 2048 px? Will probably look rather blurry..
cheers!
Re: TC2M > SOWGB map converter
Posted: Tue Jun 12, 2018 10:41 am
by Davinci
OK, Try this one. The size is 2048x2048
Lower quality to reduce the file size.
The attachment Random.rar is no longer available
EDIT Post : voltigeur - usually when I add a Random Pattern I apply a sort of Texture \ Craquelure Effect to it to break up the design a bit. It adds in cracks and changes the color a bit in some of the pixels.
I didn't add that effect to the file that I sent you, due to it creates quite a few different colors of blue, which makes it hard to Copy and Paste.
davinci
Re: TC2M > SOWGB map converter
Posted: Wed Jun 13, 2018 10:18 am
by voltigeur
getting there I think...brain hurting.. lol.
The attachment Capture_2018-06-12.PNG is no longer available
Re: TC2M > SOWGB map converter
Posted: Wed Jun 13, 2018 11:18 am
by Davinci
Yeah, it is a bit much at first, but it gets easier once you get the hang of it!
It that your last RGB file that you are working on?
Also - I made a mistake and had you turn the files in the wrong direction, I noticed that when comparing the Jump-Map from the previous game.
But, once you are complete, it is quite simple to turn them all in the right direction.
BTW : The Jump-Map that is pictured above shows the ( Correct ) direction. But all four RGB files must be turned , along with the BMP, and the height.tga in the LSL. Save all of that for last.
Basically, the previous game would turn them ninety-degrees, this game doesn't do that!
My bad!
davinci